Ключевые слова

COVID-19, серьезные игры, удобство использования, интерактивный сценарий, обучение на основе расположения, самозащита

Резюме

Случаи заболевания COVID-19 продолжают быстро расти во многих странах, несмотря на вакцинацию. Лучший способ борьбы с ним - личная защита. В данном исследовании мы разработали серьезную веб-игру (WSG-COVID-19.SP) для продвижения обучающих стратегий по защите от COVID-19. Мы также проверили валидность и удобство использования системы. WSG-COVID-19.SP был разработан в соответствии с теорией ситуативного обучения и диагностической обратной связью. Он содержит шесть историй с 17 целями обучения. Используется подход, основанный на решении проблем, для пропаганды использования масок, мытья рук и социального дистанцирования. Для выявления проблем и процесса обучения был использован портфолио-анализ. Для оценки валидности содержания использовался индекс глобальной валидности содержания шкалы (S-CVI). Удобство использования было проверено с помощью веб-опроса 71 студента одного из университетов, чтобы оценить их технологическую приемлемость и способность игры содействовать личной защите. Показатель S-CVI составил 0,81. Удобство использования и приемлемость не зависели от специальности пользователя (связанной с информационными технологиями) или пола. 84,5% пользователей хотели продолжить практику, потому что их мотивировали результаты диагностики. WSG-COVID-19.SP демонстрирует достоверное содержание и высокую степень удовлетворенности пользователей.

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Техническая спецификация

Получила: 14-02-2021

пересмотренный: 02-03-2021

Принятый: 28-04-2021

OnlineFirst: 15-06-2021

Дата публикации: 01-10-2021

Время пересмотра статьи: 16 дней | Среднее время пересмотра вопроса 69: 30 дней

Время принятия статьи: 73 дней | Время приема Номер 69: 69 дней

Время редактирования препринта: 184 дней | Выпуск препринта среднего времени редактирования 69: 181 дней

Время редактирования статьи: 229 дней | Среднее время редактирования журнала 69: 226 дней

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Цитаты в Web of Science

Yucra-Quispe, LM; Espinoza-Montoya, C; (...); Aguaded, I. From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people REVISTA DE COMUNICACION-PERU, 2022.

https://doi.org/10.26441/RC21.1-2022-A22

Dadaczynski, K; Tolks, D; (...); Fischer, F. The untapped potential of Games for Health in times of crises. A critical reflection FRONTIERS IN PUBLIC HEALTH, 2023.

https://doi.org/10.3389/fpubh.2023.1140665

Kermavnar, T; Visch, VT and Desmet, PMA. Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games JMIR SERIOUS GAMES, 2023.

https://doi.org/10.2196/41766

Цитаты в Scopus

Yucra-Quispe, L.-M., Espinoza-Montoya, C., Nunez-Pacheco, R., Aguaded, I. . From consumers to prosumers: the transmedia storytelling in two mobile games for adolescents and young people | [De consumidores a prosumidores: la narrativa transmedia en dos juegos moviles para adolescentes y jovenes]), Revista de Comunicacion, .

https://doi.org/10.26441/RC21.1-2022-A22

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Dadaczynski, K., Tolks, D., Wrona, K.J., Mc Call, T., Fischer, F.. The untapped potential of Games for Health in times of crises. A critical reflection), Frontiers in Public Health, .

https://doi.org/10.3389/fpubh.2023.1140665

Kermavnar, T., Visch, V.T., Desmet, P.M.A.. Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games), JMIR Serious Games, .

https://doi.org/10.2196/41766

Цитаты в Google Scholar

Yucra-Quispe, L. M., Espinoza-Montoya, C., Núñez-Pacheco, R., & Aguaded, I. (2022). De consumidores a prosumidores: la narrativa transmedia en dos juegos móviles para adolescentes y jóvenes. Revista de Comunicación, 21(1), 433-450.

https://revistadecomunicacion.com/article/view/2624

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Su, J., Yang, Y., Weng, T., Li, M., & Wang, C. (2021). A web-based serious game about self-protection for COVID-19 prevention: Development and usability testing. [Juegos serios en web para la auto-protección y prevención del COVID-19: Desarrollo y pruebas de usabilidad]. Comunicar, 69, 91-111. https://doi.org/10.3916/C69-2021-08

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